Post Your Comment

15 Comments

Have you heard whether Futuremark intends to do anything with OpenGL ES 3.0? In terms of 3DMark showing off and testing the latest and greatest in graphics, it really should be at the forefront of OpenGL ES 3.0 adoption. Any change that Cloud Gate, the DirectX 10 benchmark, will eventually be ported to OpenGL ES 3.0 and mobile? PowerVR Rogue and ARM Midgard, perhaps Adreno 330 too, are all DX10+ compliant so they support geometry shaders even though OpenGL ES 3.0 doesn't mandate them. So if Cloud Gate does use geometry shaders Futuremark can just require the OES3.0 extension be present.

In terms of optimizations for smartphone platforms, do we have a sense of whether mobile GPU drivers are overly optimizing specifically for benchmarks like GLBenchmark and soon 3DMark such that they aren't a good reflection of general game performance? Without the easy ability to swap drivers or GPUs it'd probably be hard to catch.Reply

Yeah, it's nice to know that a Nexus 10 can render 1920x1080 faster than an iPad 3, but since the iPad 3 has a lower native resolution than the Nexus 10, it might be faster at native. And for games on mobile, that's all that matters.Reply

Of course, iPad 2 is actually 2048x1536...I assume you meant iPad 2? And I think there will be an option to run custom resolutions, as has been in the past -- the defaults will simply be set resolutions with scaling.Reply

IMO rendering internally at a (possibly) lower resolution and upscaling to the display resolution later is what mobile gaming really needs. Add UI elements at native resolution later on. This would especially help with the insane resolutions of modern fancy gadgets. In no way are their GPUs powerful enough to make proper use of this resolution anyway (except for light use.. but we don't need to talk about this anyway, right?)Reply